Parasaurolophus wrote: »One thing I want to say to those who so aggressively defend the current state of the overworld: ZoS wouldn't be changing their development strategy if everything was fine.
Parasaurolophus wrote: »The difficulty slider is not a solution. Not at all. I don't understand why players in these discussions don't see it. Most quest bosses are not in instances, and it's unlikely that ZoS will place them there. Moreover, some sort of reward system for increased difficulty would be necessary. How are we supposed to play in the same world, fight the same boss, if player strength is scaled differently? It makes no sense.
Different versions of the world for veteran and normal modes? That's a bit better, but why bother? It won't significantly improve our experience. ZoS has spent years planning and developing the overworld as it is now, and it's no surprise that locations become deserted—players simply complete all the POIs, and there's no reason to return.
The overworld needs a completely different approach. New activities, new content, perhaps with adjustable difficulty. Questing could be more than just what it is now. But as for what to do with these dozens of empty decorations made for questing, I have no idea. Hopefully, ZoS has some ideas—time will tell.
One thing I want to say to those who so aggressively defend the current state of the overworld: ZoS wouldn't be changing their development strategy if everything was fine.
Parasaurolophus wrote: »The difficulty slider is not a solution. Not at all. I don't understand why players in these discussions don't see it. Most quest bosses are not in instances, and it's unlikely that ZoS will place them there. Moreover, some sort of reward system for increased difficulty would be necessary. How are we supposed to play in the same world, fight the same boss, if player strength is scaled differently? It makes no sense.
Different versions of the world for veteran and normal modes? That's a bit better, but why bother? It won't significantly improve our experience. ZoS has spent years planning and developing the overworld as it is now, and it's no surprise that locations become deserted—players simply complete all the POIs, and there's no reason to return.
The overworld needs a completely different approach. New activities, new content, perhaps with adjustable difficulty. Questing could be more than just what it is now. But as for what to do with these dozens of empty decorations made for questing, I have no idea. Hopefully, ZoS has some ideas—time will tell.
One thing I want to say to those who so aggressively defend the current state of the overworld: ZoS wouldn't be changing their development strategy if everything was fine.
From what I read so far said by some people who are vehemently against difficulty increase, they use arguments such as "people who want difficulty increase are selfish" or the same people claim to be very grounded in reality whereas all their saying point out they are very detached from reality and living in their own bubble instead.
Parasaurolophus wrote: »@disky Scenario: You increased the difficulty to enjoy the quest, but suddenly you realize that all the mobs ahead of you are being obliterated by a player on lower difficulty settings. You finally reach the boss of the quest; the fight begins, and you're executing the mechanics. Then, out of nowhere, a player with lower difficulty settings shows up and nukes the boss with a single ultimate ability.
What if increasing the difficulty level meant better rewards? For example, if three players were fighting the boss—one on a high difficulty and the other two on low difficulty—how would the rewards be distributed?